mirror of
https://github.com/Relintai/broken_seals.git
synced 2024-12-18 01:06:47 +01:00
202 lines
6.2 KiB
GDScript
202 lines
6.2 KiB
GDScript
extends VoxelWorld
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# Copyright Péter Magyar relintai@gmail.com
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# MIT License, might be merged into the Voxelman engine module
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enum GenType {
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TEST, NORMAL, NOISE3D
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}
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signal generation_finished
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export(int) var gen_type : int = GenType.NORMAL
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export(Array, MeshDataResource) var meshes : Array
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var chunks : Dictionary = Dictionary()
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var spawned : bool = false
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var generation_queue : Array
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func _ready() -> void:
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spawn()
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func _process(delta : float) -> void:
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if not generation_queue.empty():
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var chunk : VoxelChunk = generation_queue.front()
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if gen_type == GenType.NORMAL:
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#
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generate_terrarin(chunk)
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elif gen_type == GenType.NOISE3D:
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pass
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else:
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generate_test(chunk)
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generation_queue.remove(0)
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if generation_queue.empty():
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emit_signal("generation_finished")
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func generate_terrarin(chunk : VoxelChunk) -> void:
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chunk.set_size(int(chunk_size_x) + 3, int(chunk_size_y) + 3, int(chunk_size_z) + 3)
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var noise : OpenSimplexNoise = OpenSimplexNoise.new()
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noise.seed = 10
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noise.octaves = 4
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noise.period = 200.0
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noise.persistence = 0.8
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var terr_noise : OpenSimplexNoise = OpenSimplexNoise.new()
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terr_noise.seed = 10 * 321 + 112
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terr_noise.octaves = 4
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terr_noise.period = 20.0
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terr_noise.persistence = 0.9
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for x in range(-1, chunk_size_x + 2):
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for z in range(-1, chunk_size_z + 2):
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var val : float = noise.get_noise_2d(x + (chunk.position_x * chunk.size_x), z + (chunk.position_z * chunk.size_z))
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val *= val
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val *= 100
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val += 2
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var tv : float = terr_noise.get_noise_2d(x + (chunk.position_x * chunk.size_x), z + (chunk.position_z * chunk.size_z))
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val += tv * 2
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var v : int = (int(val))
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for y in range(-1, v):
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seed(x + (chunk.position_x * chunk.size_x) + z + (chunk.position_z * chunk.size_z) + y)
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chunk.set_voxel(1, x + 1, y + 1, z + 1, VoxelChunk.DEFAULT_CHANNEL_TYPE)
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chunk.set_voxel(randi() % 200 + 55, x + 1, y + 1, z + 1, VoxelChunk.DEFAULT_CHANNEL_ISOLEVEL)
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seed(x + (chunk.position_x * chunk.size_x) + z + (chunk.position_z * chunk.size_z) + y + 1)
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chunk.set_voxel(1, x + 1, y + 2, z + 1, VoxelChunk.DEFAULT_CHANNEL_TYPE)
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chunk.set_voxel(randi() % 200 + 55, x + 1, y + 2, z + 1, VoxelChunk.DEFAULT_CHANNEL_ISOLEVEL)
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for i in range(5):
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var light : VoxelLight = VoxelLight.new()
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randomize()
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light.color = Color(randf(), randf(), randf())
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light.size = randi() % 5 + 5
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light.set_world_position((chunk.position_x * chunk.size_x) + (randi() % chunk.size_x), (chunk.position_y * chunk.size_y) + (randi() % 6), (chunk.position_z * chunk.size_z) + (randi() % chunk.size_z))
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chunk.add_voxel_light(light)
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# var light : VoxelLight = VoxelLight.new()
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# light.color = Color(1.0, 0, 0)
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# light.size = 10
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# light.set_world_position((chunk.position_x * chunk.size_x) + (2), (chunk.position_y * chunk.size_y) + (7), (chunk.position_z * chunk.size_z) + (1))
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# chunk.add_voxel_light(light)
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# for x in range(16):
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# for z in range(16):
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# chunk.add_prop(Transform(Basis().scaled(Vector3(0.2, 0.2, 0.2)), Vector3(2, 5, 0) * voxel_scale), meshes[0])
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# chunk.add_prop(Transform(Basis(), Vector3(4, 3, 5) * voxel_scale), meshes[0])
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chunk.bake_lights()
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chunk.build()
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# chunk.draw_debug_voxels(2000)
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chunk.draw_debug_voxel_lights()
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func spawn_chunk(x : int, y : int, z : int, lod_size : int = 1) -> void:
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var name : String = "Chunk," + str(x) + "," + str(y) + "," + str(z)
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# var chunk : VoxelChunk = VoxelChunk.new()
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var chunk : VoxelChunk = MarchingCubesVoxelChunk.new()
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chunk.voxel_world = self
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chunk.set_chunk_position(x, y, z)
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chunk.library = library
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chunk.voxel_scale = voxel_scale
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chunk.lod_size = lod_size
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chunk.set_chunk_size(int(chunk_size_x), int(chunk_size_y), int(chunk_size_z))
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chunk.create_mesher()
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chunk.mesher.base_light_value = 0.6
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chunks[name] = chunk
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generation_queue.append(chunk)
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func spawn() -> void:
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var hsize : int = 4
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if gen_type == GenType.NORMAL or gen_type == GenType.NOISE3D:
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for x in range(-hsize, hsize):
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for z in range(-hsize, hsize):
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for y in range(1):
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# spawn_chunk(x, y, z, abs(int(ceil(x / 2))) + 1)
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spawn_chunk(x, y, z, 1)
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else:
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spawn_chunk(0, 0, 0, 1)
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#func set_player(p_player : Spatial) -> void:
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# player = p_player
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# if _spawned:
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# clear()
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#
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# spawn()
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# pass
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func generate_test(chunk : VoxelChunk) ->void:
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chunk.set_size(40, 40, 40)
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var i : int = 1
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# for y in range(4):
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# for z in range(8):
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# for x in range(8):
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# spawn_equiv_class(chunk, i, x * 4 + 1, y * 4 + 1, z * 4 + 1)
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# i += 1
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spawn_equiv_class(chunk,127, 4, 4, 4)
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chunk.build()
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chunk.draw_debug_voxels(2000)
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# chunk.draw_debug_voxel_lights()
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func spawn_equiv_class(chunk : VoxelChunk, cls : int, x : int, y : int, z : int) -> void:
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if cls & VoxelMesherTransvoxel.VOXEL_ENTRY_MASK_000:
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chunk.set_voxel(1, x, y, z, VoxelChunk.DEFAULT_CHANNEL_TYPE)
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chunk.set_voxel(255, x, y, z, VoxelChunk.DEFAULT_CHANNEL_ISOLEVEL)
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if cls & VoxelMesherTransvoxel.VOXEL_ENTRY_MASK_100:
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chunk.set_voxel(1, x + 1, y, z, VoxelChunk.DEFAULT_CHANNEL_TYPE)
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chunk.set_voxel(255, x + 1, y, z, VoxelChunk.DEFAULT_CHANNEL_ISOLEVEL)
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if cls & VoxelMesherTransvoxel.VOXEL_ENTRY_MASK_001:
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chunk.set_voxel(1, x, y, z + 1, VoxelChunk.DEFAULT_CHANNEL_TYPE)
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chunk.set_voxel(255, x, y, z + 1, VoxelChunk.DEFAULT_CHANNEL_ISOLEVEL)
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if cls & VoxelMesherTransvoxel.VOXEL_ENTRY_MASK_101:
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chunk.set_voxel(1, x + 1, y, z + 1, VoxelChunk.DEFAULT_CHANNEL_TYPE)
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chunk.set_voxel(255, x + 1, y, z + 1, VoxelChunk.DEFAULT_CHANNEL_ISOLEVEL)
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if cls & VoxelMesherTransvoxel.VOXEL_ENTRY_MASK_010:
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chunk.set_voxel(1, x, y + 1, z, VoxelChunk.DEFAULT_CHANNEL_TYPE)
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chunk.set_voxel(255, x, y + 1, z, VoxelChunk.DEFAULT_CHANNEL_ISOLEVEL)
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if cls & VoxelMesherTransvoxel.VOXEL_ENTRY_MASK_110:
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chunk.set_voxel(1, x + 1, y + 1, z, VoxelChunk.DEFAULT_CHANNEL_TYPE)
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chunk.set_voxel(255, x + 1, y + 1, z, VoxelChunk.DEFAULT_CHANNEL_ISOLEVEL)
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if cls & VoxelMesherTransvoxel.VOXEL_ENTRY_MASK_011:
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chunk.set_voxel(1, x, y + 1, z + 1, VoxelChunk.DEFAULT_CHANNEL_TYPE)
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chunk.set_voxel(255, x, y + 1, z + 1, VoxelChunk.DEFAULT_CHANNEL_ISOLEVEL)
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if cls & VoxelMesherTransvoxel.VOXEL_ENTRY_MASK_111:
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chunk.set_voxel(1, x + 1, y + 1, z + 1, VoxelChunk.DEFAULT_CHANNEL_TYPE)
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chunk.set_voxel(255, x + 1, y + 1, z + 1, VoxelChunk.DEFAULT_CHANNEL_ISOLEVEL)
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